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Simplifying spellcasters
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<blockquote data-quote="ashockney" data-source="post: 2894590" data-attributes="member: 1363"><p>I love the concept, but it messes with the rules something fierce. In particular it treads pretty heavily into the Sorc and Cleric territory. Further, most players would prefer the min/max effect of more, powerful spells.</p><p></p><p>I was always a big fan of "recallable" spells from Dangerous Journeys, which works fundamentally like Sorcerers, but instead of it being "you know less, but cast more" it's: "you recall more, but cast less". The simple version of this rule we used to use in 2nd Ed that worked very well was: All classes have spell level +2 recallable spells, and can cast your normal allotment per day. It did away with the need to mem Cure Light x6, as long as it was one of your "recallable spells", you could cast it on an as needed basis. This then allowed you to be ready much easier before every gaming session, because recallable lists wouldn't really change from session to session, except to add "a couple new spell options". The disadvantage of this, as you've described is that it is a HELL of a lot to keep track of at 15th level!</p><p></p><p>Another system that I found outstanding in this regard was the d20 Everquest game. They use a flat "power point" system, and you have access to gobs of spells, but you must CHOOSE 6 to 12 to put into your "castable slots". More time must be spent in prepping the right spells up front, but this gave you great options with a real need for "lower level" spells for their unique abilities and/or lower cost, while there were some clear winners for your most potent offensive weapons, at the highest level you could cast (most mana-efficient and greatest damage dealing). But, the caster basically never had to keep track of more than 10 options + magic items "in game".</p></blockquote><p></p>
[QUOTE="ashockney, post: 2894590, member: 1363"] I love the concept, but it messes with the rules something fierce. In particular it treads pretty heavily into the Sorc and Cleric territory. Further, most players would prefer the min/max effect of more, powerful spells. I was always a big fan of "recallable" spells from Dangerous Journeys, which works fundamentally like Sorcerers, but instead of it being "you know less, but cast more" it's: "you recall more, but cast less". The simple version of this rule we used to use in 2nd Ed that worked very well was: All classes have spell level +2 recallable spells, and can cast your normal allotment per day. It did away with the need to mem Cure Light x6, as long as it was one of your "recallable spells", you could cast it on an as needed basis. This then allowed you to be ready much easier before every gaming session, because recallable lists wouldn't really change from session to session, except to add "a couple new spell options". The disadvantage of this, as you've described is that it is a HELL of a lot to keep track of at 15th level! Another system that I found outstanding in this regard was the d20 Everquest game. They use a flat "power point" system, and you have access to gobs of spells, but you must CHOOSE 6 to 12 to put into your "castable slots". More time must be spent in prepping the right spells up front, but this gave you great options with a real need for "lower level" spells for their unique abilities and/or lower cost, while there were some clear winners for your most potent offensive weapons, at the highest level you could cast (most mana-efficient and greatest damage dealing). But, the caster basically never had to keep track of more than 10 options + magic items "in game". [/QUOTE]
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